Black Dragons Pt. 2

Part 2 of our series on dragons focuses on the adolescent black dragon. These dragons have moved from ambush predators to formidable threats on their own.

Cyriaque, Young Black Dragon, CR 5

Cyriaque is an unusually devout dragon, standing guard over a small shrine to Nerull located deep in the swamp. Although officially unaffiliated with the church, he has taken it upon himself to act as its unofficial guardian, protecting it from paladins, adventurers, and any do-gooders sent to destroy it. He doesn’t pay particular attention to any adventurers who route the supplicants, and leave the shrine alone. Meaning, an adventuring crew who routes all priests, and leaves is often allowed to leave in peace, if he thinks the fight may not go his way.

Combat Statistics
Size/Type:Medium Dragon (Water)
Hit Dice:10d12+20 = 85HP
Initiative:+0
Speed:60ft, 150ft fly (poor), 60ft Swim
Armor Class:10 Size + 9 Natural = 19
Base Attack/Grapple:+10/+12
Attack:Bite +12 1d8+2
Full Attack:Bite +12 1d8+2, 2 Claws +10 1d6+1, and 2 wings + 10 1d4+1
Space/Reach:5ft, 5ft
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft.
Immune:Acid, Sleep, Paralysis
Saves:Fort – 7 + 2 Con = 9 Ref –  7 + 0 Dex = 7 Will – 7 + 0 Wis = 7
Abilities:Str 15 | Dex 10 | Con 15 | Int 10 | Wis 11 | Cha 10
Skills:Listen 13, spot 13, move silently 13, hide 13, use magic device 13, search 13
Languages:Draconic, Common
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon.
Alignment:Chaotic Evil

Cyriaque waits for combat to begin with the worshipers below him. Once its clear a side has won, he will swoop down and attempt to surprise the intruders. His goal either being credit for shrine protection, or to actually protect it. He uses his breath weapon indiscriminately, paying little attention to the followers of Nerull, but rather focusing on as many intruders as he can. He takes flight and will chase down any that flee to ensure they don’t share its location with outsiders.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Cyriaque can breathe a line of acid 60ft long dealing 6d4 acid damage reflex save DC 19.

Lair

The open air domed Shrine of Nerull makes a great base of operations, and Cyriaque operates from its rafters high above. The muck and water surrounding it makes for difficult terrain for any who try to sneak up or escape, and the temple of devotees makes for a great warm up, allowing Cyriaque to swoop in and slaughter anyone remaining.

Horde

Cyriaque protects the shrine from adventurers on a routine basis. His horde is a mixture of their armaments, and the valuables that remain on the deceased pilgrims he doesn’t do such a good job watching or protecting.

  • Carnelian (80 gp)
  • Jasper (80 gp)
  • Arcane Scroll (Ray of Enfeeblement (25 gp)) – will use on any warriors before beginning a fight.
  • Arcane Scroll (Acid Splash (12 gp 5 sp))
  • Arcane Scroll (Owl’s Wisdom (150 gp))
  • Small, Second Shrine to Nerull (50 gp)
  • Masterwork Heavy Steel Shield (170 gp)
  • Coins    862 gp, 5 sp

Daylbynth, Juvenile Black Dragon, CR 7

Daylbynth haunts the sewers of the idyllic metropolis Shimmerpond. Daylbynth is a lazy dragon, even by dragon standards and has found a place where wishing wells drain to call her home. She spends her days lying, barely moving, letting the random pieces of copper thrown into the wells fall on top of her. 

Combat Statistics
Size/Type:Medium Dragon (Water)
Hit Dice:13d12+26 = 110HP
Initiative:+4
Speed:60ft, 150ft fly (poor), 60ft Swim
Armor Class:10 Size + 12 Natural = 22
Base Attack/Grapple:+13/16
Attack:Bite +16 1d8+3
Full Attack:Bite +16 1d8+3, 2 Claws +14 1d6+1, and 2 wings + 14 1d4+1
Space/Reach:5ft, 5ft
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft.
Immune:Acid, Sleep, Paralysis
Saves:Fort – 8 + 2 Con = 10 Ref –  8 + 0 Dex = 8 Will – 8 + 0 Wis = 8
Abilities:Str 17 | Dex 10 | Con 15 | Int 10 | Wis 11 | Cha 10
Skills:Listen 16, spot 16, move silently 16, hide 16, use magic device 16, search 16
Languages:Draconic, Common
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon, improved initiative
Alignment:Chaotic Evil

Daylbynth pretends not to notice intruders and that she is still sleeping. As soon as they let their guard down, and begin planning what to do about her, she leaps into action breathing acid at the group and then engaging in melee.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Daylbynth can breathe a line of acid 60ft long dealing 8d4 acid damage reflex save DC 20.

Spell Like Abilities:

  • Darkness 3/Day – CL 4
Lair

Daylbynth’s lair is a large (80ft diameter, 40ft high) hexagonal room with 6 entrance pipes a large creature could squeeze through on each wall. From the ceiling are countless smaller pipes ranging in diameter from 6 inches down to under 1. The main floor of the chamber is sunken about 7ft deep and filled with water, coins and other runoff. The southwest and south wall’s tunnel have been blocked off by muck and debris scavenged from the tunnels.

Photo by Flickr on Pexels.com
Horde

Daylbynth’s horde is mostly copper pieces, but she has saved a few trinkets and items from adventurers that have come to clean out the rats, or whatever the townsfolk up top think is lurking down there. She doesn’t spend a lot of time debating or talking with them, preferring to simply kill and be done with it.

  • Carnelian (70 gp)
  • Malachite (10 gp)
  • Moonstone (30 gp)
  • Amber (200 gp)
  • Violet Garnet (300 gp)
  • Zircon (70 gp)
  • Divine Scroll (Resist Energy Fire (150 gp)) – will use if she thinks he is fighting a mage
  • Wand of Fox’s Cunning (28 of 50 charges)
  • Tapestry, depicting a beautiful sunset. In poor repair due to damp air. (50 gp)
  • Coins    284,044 cp

Gizor, Young Adult Black Dragon CR 9

Gizor is a braggart out to make a name for himself. He has laid claim to the entirety of the Windy Bog, demanding tribute from any he finds trespassing.

Combat Statistics
Size/Type:Large Dragon (Water)
Hit Dice:16d12+48 = 152HP
Initiative:+4
Speed:60ft, 150ft fly (poor), 60ft Swim
Armor Class:10 Size – 1 Size + 15 Natural = 24
Base Attack/Grapple:+16/24
Attack:Bite +19 2d8+4
Full Attack:Bite +19 2d8+4, 2 Claws +17 1d10+2, 2 wings +17 1d6+2, and Tail Slap +17 1d8+6
Space/Reach:10ft, 5ft
Special Qualities:Water Breathing Ex, Blindsense 60ft, Darkvision 120ft, DR 5/Magic, SR 17
Immune:Acid, Sleep, Paralysis
Saves:Fort – 10 + 3 Con = 13 Ref –  10 + 0 Dex = 10 Will – 10 + 1 Wis = 11
Abilities:Str 19 | Dex 10 | Con 17 | Int 12 | Wis 13 | Cha 12
Skills:Listen 20, spot 20, move silently 19, hide 15, Intimidate 20, use magic device 20, search 20
Languages:Draconic, Common, Halfling
Feats:Flyby attack, multiattack, improved natural attack claws, improved natural attack bite, ability focus breath weapon, improved initiative, Practiced Spellcaster
Alignment:Chaotic Evil

Before battle, if given the opportunity, Gizor will cast Mage Armor on himself. He does this at the slightest thought he may be entering a fight, as it lasts for 5 hours, and he has 4 castings a day. In fact, there is a 75% chance he has it cast from some previous encounter if ambushed.

Gizor is fairly self-important and will introduce himself by flying out of nowhere, and splashing down directly in front of any traveling groups. From here he will launch a speech about trespassing and demand tribute, mixing in liberal use of his intimidate skill escalating any who are simply Shaken by his frightful presence ability to Frightened on success. If there is any refusal, he opens with a breath weapon, and will strafe the party with flyby attacks and breath weapons unless forced to engage.

Breath Weapon SU: as a standard action, once per 1d4 rounds, Gizor can breathe a line of acid 80ft long dealing 10d4 acid damage reflex save DC 23.

Frightful Presence EX: Gizor can unsettle foes with his mere presence. The ability takes effect automatically whenever he attacks, charges, or flies overhead. Creatures within a radius of 150ft are subject to the effect if they have fewer than 16 hit die. A potentially affected creature that succeeds on a Will save (DC 19) remains immune to Gizor’s frightful presence for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds.

Spell Like Abilities:

  • Darkness 3/Day – CL = 5

Sorcerer Spells – CL = 5

  • Level 0 – 5/Day – DC 11
    • Detect Magic, Arcane Mark, Ghost Sound, Mage hand
  • Level 1 – 4/Day – DC 12
    • Mage Armor, Identify
Lair

Far into the Gizor swamp is an old abandoned wizards tower. 50ft in diameter, and 6 stories tall, this stone structure is the only thing of any height for miles around. Gizor lives and hunts from this old tower, which he claims he drove the wizard from.

Photo by Ray Bilcliff on Pexels.com
Horde

Gizor‘s claim to fame is his slaughter of the great halfling hero, Balderic the Dragon Slayer. He stole Balderic’s bride, on their wedding night, and flew off into the swamps drawing the hero to his lair. From there, he was able to ambush Balderic by collapsing the roof to the first floor, and then attacking while he cleared himself. Most of Gizor‘s horde was destroyed during the fight, but he now keeps the Halfling’s sword and locket as mementos which he considers great badges of pride.

  • Alexandrite (200 gp)
  • Bloodstone (30 gp)
  • Hematite (14 gp)
  • Iolite (50 gp)
  • Rock Crystal (40 gp)
  • Zircon (60 gp)
  • Bottle of Fine Wine (900 gp)
  • Pewter Chain with a Locket Containing a Beautiful Halfling Woman (70 gp)
  • Longsword (Small) (+4 weapon) (32,315 gp)
  • Coins    3,301 gp

To follow along with this project as it goes on, entries have been tagged with the dragon tag.

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